Why do you need to put game audio in the spotlight in VR?
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Article Link: http://blog.csdn.net/cartzhang/article/details/52984767
Author: Cartzhang
This article was originally published on Audiokinetic's blog.
Sense of being
The words that people hang around to describe VR (virtual reality) are "immersion." It's a really cool word. To achieve this ultimate goal, however, developers need to simulate the body's perception in the context of virtual reality, which we call the sense of being. Existence is a state of mind or subjective perception, in which part or whole of the personal experience is/or is produced through the artificial filtering of technology, and the partial or holistic experience is/or is caused by an artificial cognitive decline due to the precise perception of the role in the experience.
Creating this level of real experience is indeed a challenge. The current graphics have made great strides over the years before, and audio still has a long way to go in order to achieve its real potential in this new and still evolving VR field. Space siege and multi-sensory applications in VR games
In stand-alone and PC games, immersion is divided into three categories: narrative immersion (players are involved in the story), tactical immersion (players performing operations involving skills) and strategy immersion (more focused, with energy challenges). In VR, however, the fourth item is added: Space immersion, which means that the player is real to them in the man-made world. In the immersion that includes the first three items, space immersion becomes very important when it comes to the sense of being and to providing credibility and immersion.
In order to physically position ourselves, our vision system is often used to help the body feel the environment, the ear provides important information about our surroundings, and the taste also provides the surrounding information.
Audio is better than vision in a way, because it is not limited by the visual range, but it provides 360 degrees of feedback to our ambient information.
In order to create a sense of immersion in real space, ideally, we want to be able to use our facial features and have full sensory processing (the process of using our bodies effectively in an environment). The problem is that VR is open at the current stage and we can't use all the senses. Visual and auditory as the main factor, touch is not very effective, taste and smell are completely useless. In this case, hearing may be the most powerful medium we can develop to "influence" the user's brain, create a full 360-degree experience to increase space immersion because it is a virtual source through analog acoustics to render a realistic space (this is not necessary in the scene or in practice) 360-degree experience creates space immersion
The first step in achieving audio enhancement space immersion is audio positioning. A pattern from recent research (Skalski & Whitbred, 2010) shows that in the game (surround sound), a better audio source position has a greater impact on player space immersion and enjoyment than video quality (HD vs Pu Qing).
The brain locates the position of the sound source in three dimensions (horizontal, vertical, and distance) through the loudness of our two ears, the nuances of pitch and time. In virtual reality, the player is really in the middle of the scene, so the process of determining the location of the sound source in an analog voice environment is most important for creating audio improvements to the natural auditory experience.
In the early years of media history, we found that the first two-ear recordings of human ears to pick up three-dimensional audio date back to 1881.
"Binaural recording is a method of recording sound using two microphones, designed to create three-dimensional sound sensations for listeners in the room of a performer or instrument." This effect is usually created using a technique called "pseudo-head recording", which is equipped with a microphone in each ear of the human body model head. "(Wikipedia," binaural recording ")
In the game, 3D audio should be created in real time processing, because we have no way to anticipate the hard range of sound objects in a position to match player position and head movement. So after a century of being invented, binaural recordings are now being reused, and engineers and investors are working to develop the most recent binaural algorithms suitable for VR.
In fact, it is necessary to replicate 3D positioning (in VR to isolate players from the outside world) because of the need to use stereo headphones instead of speakers. And for the field of vision, you need to be able to match the audio playback relative to the head/ear motion, the professionals are logically willing to choose binaural as a new standard for 3D audio processing, Rather than the usual surround technology (only for horizontal and distance audio positioning). Summarize
When we use VR, there are many audio things that need to be challenged, considered, and demand is growing. Through further exploration, we will be pushing the margins of VR and gaming industries. Although the gaming industry has been improving the quality of the latest generation of priority images, along with the rapid rise of VR, the VR industry is rapidly concentrating on the audio field, as the VR community realizes that better audio implementations will greatly increase the player's sense of enjoyment and participation, improve immersion, and ultimately improve the sense of being.
360-degree audio positioning is only a direct result of the audio improvements brought about by VR development. Audio processing tools are also evolving as VR requirements evolve, with new technologies and their use in hybrid areas for VR technology requirements to enhance the VR experience.
Audio is the next new medium for industry exploration and focus, and VR will certainly make audio the focus.
Original post address:
http://www.gamasutra.com/blogs/AlexRiviere/20161012/283142/Why_VR_will_put_Game_Audio_in_the_Spotlight.php
Author: audiokinetic
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